Game
Immortal Sins
5 months ago

Version D0.42 Update 4 released!


​A bit of a behind the scenes updates this time around. One of the biggest issues I had to deal was the caching system. While it worked quite well, there were times where the engine would just free up resources at the worst time. That would result in a crash, or the map being unloaded. An excessively big headache if you ask me. So, I decided to throw the current caching system out and replace it with a vastly better version. This time, it's dynamic. It builds up knowledge as you keep playing. While there are a few teething issues (Crystal Cave flickers a bit when you use the fireplaces), but I am working on smoothing it out.

In addition, I've also rolled up some fixes for high refresh rates. While the game handled these well enough, there were areas where it was "render at max speed, who cares that it needs timing?". This update should improve the update logic proper.

  • Overhauled the caching system.

    • Caching is now fully dynamic. As you keep playing the game, it will start building the cache.

    • It should now stop the engine from unloading resources too early (sometimes resulting in the map being unloaded).

    • [Windows] The option to reset the cache is added to the Starboard’s Utilities menu.

  • Improvements for users with high refresh rates.

    • Certain animations should now play at the proper speed.

    • Improved the utilization of the CPU in higher refresh rates.

  • [Windows] Improvements to memory usage on the launcher.

  • Rolled up dependency updates for better stability and performance.



0 comments

Loading...

Next up

Done some improvements to the backup system. Even added an icon to let you know that it's working.

Waz zis? An overhauled map? Yes. Coming soon.

While I'm preparing August's Monthly Sync, I'm preparing a Trello board for the game. You can see what I'm working on here. https://trello.com/b/CjFyzH50/immortal-sins-game-development Pardon my dust, while I'm getting this up and running.

Soooo...yeah, you can now grow and cut down trees :)

Added achievements. Because why not?

Jungling through the Jungle Dungeon

A small teaser for the next update.

It's pretty early, but here's a look at a mob manager, handling the enemies in the game. The code streamlines the programming of the enemies. Hopefully, I can expand it to more useful ways.

New vegetation, shading, and rock formations have arrived in the game Talus Odyssey. Still on RPG Maker XP ;)

Time for a bit of shenanigans: RPG Maker MV running on top of Tauri! This more future proofed framework means better performace and smaller file sizes. It does require some re-work in the engine, but it could lead to true cross-platform games.